attribute vec3 aPos;
attribute vec3 aNormal;

//Basic
uniform mat4 uMMat;
uniform mat4 uVMat;
uniform mat4 uPMat;

//For lightning
uniform mat3 uNMat;
varying vec3 vNormal;
varying vec3 vPos;
  
void main(void) {
	vec4 worldPos	= uMMat * vec4(aPos, 1.0);
	vPos		= worldPos.xyz;
	gl_Position = uPMat * uVMat * worldPos;
	vNormal		= uNMat * aNormal;
}	